Files
goldeneye-pc-port/port/include/input.h
T
James Dansereau 40ef53e395 v0.4.0 M3: GEPD key-layout preset + crouch/reload bindings (D371)
Input.Layout (0=FPS default, 1=GEPD) + Input.CrouchMode (hold/toggle) rows
in F10 INPUT (Turok-standard functional section; the planned MODERN bucket
is dropped per D356). The GEPD preset acts as the per-key effective
default under [Input.Bind] overrides; new IA_RELOAD/IA_CROUCH actions emit
GE_CONT_B (unbound by default, N64-original). Toggle crouch latches B with
a menu-boundary latch drop. optionsoverlay rowSetCommit hook re-derives
the binds via inputLayoutApply(). inputRebuildBinds no longer warns on
intentionally-empty defaults. Boot + ini round-trip + F10 page verified;
in-game feel-check owed (D371).
2026-09-27 16:29:18 -04:00

89 lines
3.4 KiB
C

#ifndef PORT_INPUT_H
#define PORT_INPUT_H
/*
* Input: SDL2 keyboard/mouse/gamepad -> N64 controller structs.
* Modelled on the PD port's port/include/input.h.
*
* The game reads controllers via osContInit / osContStartReadData (src/joy.c).
* This layer populates the N64 controller state (buttons, stick) from SDL
* events. Default bindings follow the 1964GEPD / Xbox schemes; see the PD
* port README for the reference table.
*/
#include <PR/ultratypes.h>
#include <SDL.h> /* API types (SDL_GameControllerButton/Axis); cf. video.h */
#ifdef __cplusplus
extern "C" {
#endif
/* Initialize SDL input. Returns 0 on success. */
int inputInit(void);
void inputDestroy(void);
/* Poll once per frame; updates the connected-controller state that
* osContStartReadData / osContRead will return. */
void inputUpdate(void);
/* Number of controllers currently "connected" (1..4). */
int inputGetNumControllers(void);
/* Bitmask of connected controllers (bit N = controller N). Bit 0 is always
* set (keyboard/mouse). Consumed by libultra.c's osContInit. */
int inputConnectedMask(void);
/* Compute the N64 button mask + analog stick for controller `idx`.
* Returns the 16-bit CONT_* button mask; writes the stick (-80..80) through
* the out params. Reads current SDL keyboard/mouse/gamepad state plus the
* mouse-aim accumulator maintained by inputUpdate(). */
unsigned inputComputePad(int idx, signed char *stick_x, signed char *stick_y);
/* Grab/release the mouse (relative-mouse mode). The host event pump calls
* this on window focus loss/gain so alt-tabbing frees the cursor. A release
* also suspends mouse-aim reads until re-grabbed. No-op if the mouse is
* disabled in config. */
void inputSetMouseGrab(int on);
/* D287: apply queued mouse-mode/cursor changes; host (window) thread only. */
void inputApplyMouseRequests(void);
/* WI-1 click-to-lock cursor capture. The host event pump calls
* inputNotifyClick() when a mouse button goes down inside the game window
* (arms + locks the cursor), and inputReleaseCapture() when ESC is pressed
* (frees it; returns 1 if it consumed the key). */
void inputNotifyClick(void);
int inputReleaseCapture(void);
/* F10 options overlay: force the OS cursor free + visible while the overlay
* owns the mouse. Safe to call every poll. */
void inputSuspendForOverlay(void);
/* Raw gamepad state for controller idx (the F10 options overlay's gamepad
* navigation). Unaffected by the overlay's pad-swallow, which happens at our
* logic layer, not SDL's. No pad open -> 0. */
int inputPadButton(int idx, SDL_GameControllerButton b);
short inputPadAxis(int idx, SDL_GameControllerAxis a);
/* Queue a mouse-wheel weapon-cycle input (one short A-button press). Sign is
* ignored -- GE only cycles forward on a bare A edge. */
void inputPostWheel(int notches);
/* v0.4.0 M3: re-derive the keyboard binds after an F10 change to
* Input.Layout / Input.CrouchMode (optionsoverlay rowSetCommit hook).
* Also drops the latched-crouch state. Scheduler thread only. */
void inputLayoutApply(void);
/* D345(b): 1 while the 1:1 menu pointer owns cursor_h/v_pos (in a menu,
* abs pointer available, mouse used within the re-assert window). Port
* screens that teleport the crosshair should skip their snap when set. */
int inputMenuPointerLive(void);
/* Re-enumerate gamepads after a hotplug (SDL_CONTROLLERDEVICEADDED/REMOVED). */
void inputRescanPads(void);
#ifdef __cplusplus
}
#endif
#endif /* PORT_INPUT_H */